Aug 24
Breach Rework
● Boss Loot Rewards
● Trash Packs in General
● Instability Scaling
With recent patches to Breaches, we've seen change in Boss Loot intensity, Trash Pack Chase/Path Behaviours and Trash Pack Loot. I've completed 100s of Breaches at this point, reaching an Instability Level of 128, both Solo and in Party. I therefore feel like I have a recent understanding of the instance to give opinion on some changes that I think would benefit the encounters.
● Boss Loot Rewards : Recently, we've seen Boss Loot change from 11+ items to 1 or 2 items. No longer do bosses drop materials, and instead on average drop a single item. We also saw a new Instability Affix which gives a small percentage chance at a Flawless item. However, personally I saw 1 Flawless at Instability Level 45 and none since, to note again, I'm at 128.
I think a solution would be to remove Common loot from bosses, a Boss kill should feel rewarding, and getting any less than a Blue item, isn't rewarding. I also think that the increasing percentage of Flawless chance is too low. At 128 Instability the chance of a Flawless is 2%, which is the same chance if you run a 108. The increase is far too slow.
On top of this, removing materials from Bosses doesn't feel right. In my eyes, the boss should drop a decent quality item (Blue+), some currency and some materials.
● Trash Packs : With a recent change to chase behaviours, the Trash Packs no longer un-aggro once a player has engaged them. I think this is a bad change, although it does combat speed runs. Previously, the meta is to run past all the trash packs, and kill only the bosses. Why? Because the trash also drops practically zero loot. Within testing, I killed every Trash pack in Ashenroot Grotto, within 17 Trash Packs (51 Mobs) I received 1 drop of 10 Buried Flame Ember, a crafting material.
There's currently zero incentive to kill trash packs, as they don't reward the player, however with the chase behaviour changed, the player is now forced to kill (nearly) every trash pack to be able to fully clear the breach. And with the above mentioned issues regarding Boss Loot, there's not little to no incentive to even clear a breach, as you're going to spend a good chunk of time for potentially no reward.
● Instability Scaling : As mentioned above, I've reached 128 Instability. It's monotonous! Instability should scale quickly in difficulty, with players finding a true challenge around no later than 45-50, and probably a hard cap at 100. I'm not a fan of the infinite scaling, and I've yet to find another player who is. In reality, I'd personally aim for a hard cap of 50, and difficulty hitting around 30, but that might be too low for some.
I don't think the Health and Damage scales quick enough. It makes no sense that the End Boss of a Level 128 Instability Ashenroot Grotto is solo-able. However this also ties in with the above comment on Flawless Percentage, which also doesn't scale quick enough either. It takes almost 20 Instability levels to go up 0.1% which is such a negligible jump.
● Honourable Mention : ➔ Boss Mechanics would be nice, currently they're just beefed up Trash mobs that are enlarged. But I think we all know that future boss mechanics are planned.
Submitted under Bugs, by mistake.
Pending
I agree with many of these points, most noteably: - Bosses dropping common loot is rough. A minimum of blue would be good + a few mats. - The minions should have something worthwhile, even if its more materials (currently only getting 1 material drop in 15ish kills). I can see this being good if materials are useful in the future. - I also believe that there should be a hardcap, possibly at 100. This way we can get down a solid balanceable system before extending it in the future with the release of better equipment. - I think rarity of flawless needs a tiny buff. Nothing like before though. Maybe starting 1.5% and if hard cap is 100 then 3% at 100.